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Implementasi teknik game-based learning berbasis Android guna meningkatkan security awareness terhadap serangan social engineering
Rekapitulasi serangan siber yang diterbitkan oleh Pusat operasi keamanan siber nasional Badan Siber dan Sandi Negara menunjukkan serangan yang diterima pada tahun 2021 dilakukan dengan metode serangan social engineering. Dalam mencegah serangan social engineering tersebut, maka diperlukan cara untuk meningkatkan kesadaran kemanan terhadap social engineering itu sendiri salah satunya dengan Education, Training and Awareness (ETA). Oleh karena itu, dilakukan penelitian terkait penerapan game-based learning guna meningkatkan kesadaran keamanan pengguna terhadap serangan social engineering. Aplikasi game-based learning dibuat dalam bentuk permainan top-down rpg yang dapat dioperasikan pada perangkat android. Dalam pengembangannya diterapkan model GDLC (Game Development Lifecycle). Dampak dari penggunaan aplikasi diukur menggunakan kuesioner pre-test dan post-test kepada responden. Dari hasil kuesioner yang disebarkan pada responden, dapat disimpulkan bahwa aplikasi game-based learning dapat meningkatkan security awareness terhadap serangan social engineering. --
According to recapitulation of cyberattacks published by the National Cybersecurity Operations Center of the National Cyber and Crypto Agency shows that attacks received in 2021 were carried out using social engineering attack methods. In preventing these social engineering attacks, a way is needed to increase security awareness of social engineering itself, one of which is Education, Training and Awareness (ETA). Therefore, research related to the application of game-based learning was carried out to increase user security awareness against social engineering attacks. Game-based learning applications are made in the form of top-down RPG games that can be operated on Android devices. In its development, the GDLC (Game Development Lifecycle) model is applied. The impact of using the application was measured using a pre-test and post-test questionnaire to the respondents. From the results of the questionnaire distributed to respondents, it can be concluded that game-based learning applications can increase security awareness against social engineering attacks.
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